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Adventure Tactics: Domianne's Tower thumbnail

Adventure Tactics: Domianne's Tower

Adventure Tactics: Domianne's Tower Rulebook

Table of Contents

Table of Contents

  • Overview
  • Sorting the Cards
    • Starting Revive Potions by Difficulty
  • Creating Your Hero
  • Levels and Classes
    • Elite Classes
  • Party Size
  • Encounter Setup
    • Player Setup
  • Succeeding and Failing
  • Rules of Play
    • 1. Draw Cards
    • 2. Initiative
    • 3. Player / Boss Turns
    • 4. Cleanup
  • Boss Abilities
  • Details of Actions
    • Movement
    • Large Boss Movement
    • Obstacles
    • Spawning Walls
    • Spawning Minions
    • Line of Sight
    • Targeting and Range
    • Area of Effect
  • Details of Action Cards
    • Specific > General
    • Attacks
    • Healing and Other Abilities
    • Conditions
    • Knocked Out
    • Other Keywords
  • Things You Need to Know Before Playing an Encounter
    • Equipment
    • Summoned Creatures
    • Revive Potions
    • Perks
    • Ability Cards
    • Shopping at the Market
    • Random Encounters
    • Loot Items
    • Class Features
  • Leveling Up and Changing Classes
    • Elite Class Requirements
    • Elite Class Table
  • Components

Overview

The Campaign Guide provides a series of chapters that you proceed through in a non-linear way, based on your choices as well as the outcomes of previous encounters. Some chapters are story-based, giving you choices about how the story will proceed. Others are encounters with enemies, pitting you against a specific boss or group of enemies. An encounter includes multiple rounds of play, continuing until the encounter's objective is achieved or you are defeated. Each encounter describes how to set up its specific features, including any special rules.

A campaign is a full playthrough of the Campaign Guide, starting from Chapter 1 and proceeding to the conclusion of the story. As your choices determine the path of the campaign, different choices lead to different stories. After completing the campaign you can reset it to the beginning and start over, exploring new paths, encounters, and class combinations.

Sorting the Cards

When you first open the game, or when you reset it for a new campaign, sort the cards and place them behind their respective dividers.

Many cards have a banner at the top (such as Market, Party > Random Encounters, or Supply > Perks); place those behind the matching divider. Other cards do not have banners and are sorted differently:

  • Action cards without a banner go behind the Action Cards divider, sorted alphabetically.
  • Basic Attacks, Basic Moves, Class Features, Level Ups (including Starter), Character Classes, and Marks of Death go behind their matching dividers.
  • Boss cards go behind the Boss Decks divider, grouped by the particular boss (keep each boss's cards together, e.g. all the Blob King's cards).
  • Equipment cards without a banner go behind Supply > Loot. These cards say at the top which encounter they can be found in; sort them alphabetically by encounter.
  • Passive and Dice Abilities that say Story go behind the Story > Perks divider; the rest are returned to the box.
  • Summon cards (Imp, Beast Companion, and 3 Skeletons) go behind the Character Class divider with their corresponding classes (Warlock, Beast Trainer, and Necromancer respectively).
  • Revive Potions: start with a number behind Party > Items based on the campaign difficulty (see below).

There are often two versions of a similar card type, such as Supply > Random Encounters and Party > Random Encounters. The Supply cards are those available to acquire over the course of the campaign; the Party cards are those you have acquired so far. Cards move between these two dividers as you gain and lose them.

Starting Revive Potions by Difficulty

  • Normal: 3 potions (using only 2 for a game with 3 heroes).
  • Easy: 4 potions (using only 3 for a game with 3 heroes).
  • Hard: 2 potions (using only 1 for a game with 3 heroes).

Creating Your Hero

The hero you play is unique and belongs to you. Your hero begins with a set of basic cards, but as you progress you acquire new skills, equipment, and even level up into new classes.

To create your hero, choose one of the five basic classes: Fighter, Rogue, Cleric, Wizard, or Archer. Take the level up card marked "Starter" and the class card for your chosen class.

  • The level up card specifies your starting HP and the starting cards for that class, including its class feature cards. It also tells you the requirements and rewards for leveling up in that class.
  • The class card specifies your basic movement value, your basic attack (including the die used), and the range.

Take the 5 class-specific starting cards for that class and add 3 Basic Move and 3 Basic Attack cards. These 11 cards form your action deck. When not in use, they are stored in your hero's tuck box, which holds your action deck throughout the campaign; as you acquire new cards, add them to this tuck box.

You will also need the player board and the miniature for that hero, used to play each encounter. Each class begins with one passive ability card and one class feature card. Passive abilities you use are placed on your player board at the start of an encounter; they grant ongoing abilities and, unlike other abilities, are not discarded when used.

Example: On the Rogue's class card, its basic movement value is 4, its basic attack uses one blue die, and it has a range of 1.

Levels and Classes

Your hero's level is defined by the number of level up cards you have acquired and stored in your tuck box. Your first hero begins at level 1. You acquire a new level up card, going up one level, after certain encounters.

Your hero's class (with the exception of elite classes) is defined by the very first class you choose. No matter which other level up cards you take, you remain your starting class. However, when you choose to level up to an elite class, you become that new class instead of your current class, taking on the basic movement and basic attack of the new elite class.

Example: Taliyah begins as a Level 1 Cleric. She next chooses another Cleric level up card, becoming a Level 2 Cleric. She then chooses an Archer 1 level up card. She is still a Level 3 Cleric, even though she has an Archer level up card.

The maximum level you can reach is 10. The maximum level you can reach in any particular class is 5.

Elite Classes

In addition to the five basic classes, you can eventually level up into one of eighteen elite classes. Each has certain basic class requirements you must meet first, found on that elite class's level up card (and summarized in the Elite Class Table below).

For example, the War Mage lists Fighter (1), Wizard (1), Rogue (1) as prerequisites. You must first have at least one level in each of Fighter, Wizard, and Rogue before you may become a War Mage.

When you choose a level up card from an elite class deck, you are now considered to be that class instead of your previous class. You gain the basic movement and attack of your new elite class, and you gain the amount of HP stated on the elite class level up card. If you later become another elite class, you keep the HP gain from your current elite class(es) on top of your new HP gain, but you must give up the movement of the previous elite class.

Example: Taliyah is a Level 3 Cleric (two Cleric level ups, one Archer level up). She wants to become a Demon Hunter (prerequisites Cleric (1), Rogue (1), Archer (1)), but does not yet qualify. Next level up she takes a Rogue 1 card (becoming Level 4, still Cleric). Now she meets the prerequisites, and at her next level up she becomes a Level 5 Demon Hunter.

Party Size

A party is a group of 3–5 heroes. If you want more heroes than there are players, someone controls more than one hero. Party size is locked in at the start of a campaign. It determines the number of minions you face in each encounter, so the challenge scales to the number of characters. The heroes can be divided among the players as you see fit at the beginning of any encounter.

Example: Sam and Aimie begin a 2 player campaign. Sam plays Roberta and Olette; Aimie brings Elwyn and Quill. Tolben, the one unselected hero, cannot be used this campaign. Since there are 4 heroes, they follow the Campaign Guide's 4 hero setup.

Encounter Setup

Encounters are where all of the action takes place. You and your fellow heroes take on a boss and their minions, fighting to complete objectives to advance through the campaign.

  1. Refer to the Campaign Guide for specific board setup: which boards to use and how to set them up. There is a highlighted yellow area on the map; place your hero anywhere within it.
  2. Take the compass and place it parallel to the board in any orientation. The compass determines which direction is North for this encounter. Place the direction deck nearby; certain abilities use random directions, determined by these cards along with the compass.
  3. Place bosses and minions on the specific spots marked on the map. Each enemy has an image in the Campaign Guide with a unique identifier (like GM3) telling you which enemy it is and where it begins. The Guide gives each enemy's hit points, basic movement, attack value, and range. These values may vary based on how many heroes are in your party. As you fight, place damage tokens onto the enemy's picture in the Campaign Guide to track damage. Gather all required enemy standees and place them as directed (this too may vary by hero count).
  4. Take the boss deck for that encounter's boss and set it nearby. You will also need 2 initiative tokens for that boss (unless otherwise specified), plus initiative tokens for all heroes in the encounter.

Player Setup

At the beginning of each encounter:

  • Choose one of your class feature cards and place it on your player board.
  • Choose one weapon, one armor, and one accessory card to place on your player board.
  • You may then shuffle any of your remaining class feature, weapon, armor, or accessory cards into your action deck; the rest are stored in your tuck box and cannot be used this encounter.
  • Select up to 3 passive abilities and 2 dice abilities to begin with on your player board. Passive and dice abilities are never discarded when used; their ability persists throughout the encounter unless discarded by another effect. All other ability cards go into your tuck box and cannot be used this encounter.
  • Set your HP Marker to your maximum HP value, determined by adding up all the hearts on your level up cards (including your starting class card and any HP bonuses from elite classes). As you take damage, heal, and experience effects, your HP rises and falls, but it can never exceed your maximum HP (some effects may temporarily raise that value).

Your party also has a collection of shared items. Take the Party > Items deck and place it nearby for all party members. At the start of your campaign this deck holds 3 revive potions (2 for a 3 hero game); as you progress you may add new cards. These items can be used by anyone in the party.

  • Easy Mode: bring an additional revive potion (4 total, or 3 in a 3 hero game).
  • Hard Mode: bring one less revive potion (2 total, or 1 in a 3 hero game).

Succeeding and Failing

Each encounter has a main objective and a bonus objective. To succeed you must complete the main objective; the bonus objective is optional but yields more rewards and could open new campaign branches. Once the main objective is met, the encounter immediately ends. There are two ways to succeed: complete the main objective alone, or complete both the main and bonus objectives.

  • Success: If you completed the main objective but not the bonus, read the purple Success section. It tells you the rewards your party receives (which could include new items or the opportunity to level up) and the next step in your campaign.
  • +Success: If you completed the bonus objective as well, read the blue +Success section for the rewards and next steps after completing both objectives.

Whenever new items are acquired, the section tells you which decks the cards come from and which deck they go into. Any Loot you acquire is placed directly into a hero's action deck; any unacquired loot is added to the Market deck. A colored box (such as "Supply > Loot") tells you where to take the cards from. Some encounters add new cards to other decks (e.g. moving items from Supply > Items into Party > Items). The symbol LEVEL UP means all heroes level up.

  • Failure: If your party has used all its revive potions, the encounter ends as soon as the next hero is knocked out. If all heroes are knocked out simultaneously, the encounter also ends. In either case you have failed. Some encounters have additional failure conditions under their Failure heading. Read the red Failure column in the Resolution section for that encounter to find out what to do next.

Rules of Play

Note: "Character" means both heroes and enemies (bosses and minions).

Play within an encounter takes place over a series of Rounds, continuing until you meet the objective or are defeated. Each Round consists of four phases:

  1. Draw Cards
  2. Determine Initiative
  3. Player / Boss Turns
  4. Cleanup

1. Draw Cards

Start your turn by drawing cards from your action deck until you reach your maximum hand size. Unless changed by a game effect, your maximum hand size is 4. If you ever need to draw a card and your action deck is empty, reshuffle your discard pile to reform your action deck.

Mulligan: After you draw your initial hand, you may choose to reshuffle it into your action deck and draw a new hand. This can be done only once, and only at the beginning of an encounter.

2. Initiative

Initiative determines the order in which all characters take their turns this round. Each hero has one initiative token; bosses have two (unless noted otherwise). At the beginning of this step each round, all characters' initiative tokens are shuffled face-down together, arranged in a line, then flipped face-up. After the order is revealed, players may agree to spend an unused Revive potion to reshuffle and rearrange the initiative tokens.

The line determines the initiative order: the character represented by the first token acts first, then the second, and so on.

Note: Some hero abilities may allow changes to the initiative order. Your party must decide as a group which of these abilities to use and in which order. If you cannot agree, the first player in initiative order may use their abilities first, followed by the player to their left, proceeding clockwise.

3. Player / Boss Turns

If you begin your turn knocked out, you may choose to use a revive potion (if your party has one). If you do, you take a normal turn but with a revival penalty (see Revive Potions). If you do not use a revive potion, you skip your turn. This is not considered passing, so you do not discard your hand at the end of your turn.

On your turn, you may take up to 2 actions or pass. You can choose the same action multiple times.

Player Actions:

  • Play an action card from your hand, or use an accessory, armor, weapon, or class feature from either your hand or your player board. After playing any of these card types this way, place them in your discard pile.
  • Discard any card from your hand to move a number of squares equal to half of your basic movement value, rounded down.
  • Equip an accessory, armor, or weapon card from your hand, adding it to your player board in the matching slot. You can replace a previously equipped card; place the old equipment card in your discard pile.
  • Prepare a class feature card from your hand, adding it to your player board if the class feature slot is empty.

Note: Many actions or abilities use half of a certain value (for example, move half of your basic movement value). In all such cases, the numbers are rounded down.

Boss Actions: When it is the boss's turn in initiative order, reveal the top card of the boss deck. This card specifies which enemies activate (the boss, the minions, or both) and which actions they take. Only characters mentioned on the specific boss card are activated on this turn; characters not mentioned do not act. If you ever need to draw a boss card and the boss deck is empty, reshuffle the boss discard pile to reform the boss deck.

Unless otherwise directed, each enemy makes a basic move up to their maximum movement points (specified in the Campaign Guide), moving toward the closest hero and counting movement squares as usual, stopping when in range of that hero (or when they reach their maximum movement, if no hero is within range). If two or more heroes are equally distant, the players decide which one the enemy moves toward; if they cannot agree, whoever is earliest in initiative order chooses. After moving, each enemy attacks the hero it moved toward, using its basic attack value unless otherwise directed.

Some enemies have specific types of targets outlined in the Campaign Guide. If possible, they move toward and attack the closest hero matching that type; if they cannot, they move toward and attack the closest hero. When enemy movement or attacks are random, draw the top card of the direction deck and move or attack in that direction. Always reshuffle the direction deck at the end of any turn in which it was used.

4. Cleanup

During this phase, you may choose and discard one card from your hand. If you passed, you may discard your entire hand instead. Also, unless otherwise specified, all conditions are removed during this phase; remove all condition tokens from any character that has one.

Boss Abilities

Some bosses have special abilities, stated on the corresponding page of the Campaign Guide. Boss abilities are either passive or active.

  • Passive abilities introduce new rules that are in effect as long as the boss is in play. Some introduce ongoing rules for characters; others are triggered when a certain condition is met ("Whenever this condition happens, do this effect").
  • Active abilities introduce new attacks or abilities the boss can use. They are referenced by cards in the boss deck: whenever a card is drawn that mentions the ability, refer to the Campaign Guide for its effect.

Example (passive): Wraiths have two passive abilities — Shapeless Void: Wraiths may move through heroes and enemies. Bound to Serve: Whenever a Wraith is defeated, it Heals to its maximum HP and is immediately re-spawned in its starting position.

Example (active): Harpoon is an active ability of Pawl, Hobgoblin Chieftain. The Campaign Guide specifies: Target is moved to the closest square adjacent to Pawl.

Details of Actions

By playing cards from your hand, or using your equipment and class features, you can move around the board, attack enemies, and use special abilities from your class(es). Enemies move and/or attack based on the card revealed on their turn.

Movement

You move about the grid-based map by spending movement points. Your hero's class card shows its basic movement value. When performing a basic move, each point allows you to move one square up, down, left, or right — you cannot move diagonally. Any non-basic move action specifies the number of movement points you can use to move in that way. You do not need to use all the movement points an action provides; you can choose to use fewer.

Note: You cannot move through other characters unless an ability allows you to.

Bosses and minions follow the same movement rules as you do.

Large Boss Movement

Some bosses are larger than normal, taking up four squares (denoted by a 2" base). When such a boss moves, choose one of the four squares it occupies and act as if the boss were a regular-sized character occupying only that square (think of it as "shrinking" to that single square). Count the boss's movement from that one square. When it ends its movement, it "expands" back to its normal size: place the full-size boss back onto the board so that it covers the square where its movement ended. If the full base cannot be placed this way, the boss cannot end its movement at the chosen square.

Obstacles

Some squares can have obstacles placed in them by certain enemy abilities (such as a boss that generates a wall of fire). Squares with obstacles take two movement points to enter. If you do not have enough movement points, you cannot enter a square with an obstacle (the same is true for bosses). A large boss only needs to pay two movement points when it moves through an obstacle, not if it is merely placed on top of an obstacle at the end of its movement.

Other abilities can create walls. Unless otherwise specified, characters cannot move through walls or end their turn on walls. A large boss cannot be placed on top of a wall; if this prevents a boss from being placed at the end of its movement, it cannot end its movement at the chosen square.

Spawning Walls

Some bosses can spawn walls. Different wall types have different effects, but all walls follow the same general rules for appearing on the board. The wall must begin on a square whose side is touching the boss's square (it cannot be placed diagonally to the boss). Then place the wall alongside the boss in either cardinal direction: Up-Down or Left-Right. A newly spawned wall may overlap an existing wall of that type; it does not need to go in the same direction as the previous wall, but it cannot go diagonally. If there is a limit to the number of walls of a type that can be spawned (for example, a maximum of two fire walls), the oldest wall of that type on the board is removed before the new one is placed.

Spawning Minions

Some bosses can spawn minions, whether from an ability or a special setup rule. When spawning minions, first check whether the scenario has restrictions on the number of minions of that type. If there already are that many on the board, look to the effect (some effects prevent new minions from being spawned; others replace existing minions with new ones). To spawn a minion, take the appropriate standee and place it on the indicated square. Some effects specify where the minion spawns (for example, adjacent to a hero); some scenarios have dedicated spawning squares in the board setup. If a minion would spawn on a square occupied by another character, players choose an unoccupied square adjacent to the occupied square to place the new minion.

Line of Sight

Some actions and abilities rely on determining line of sight between two squares. Line of sight is determined by counting the number of squares away, but unlike movement this counting can be done diagonally. Two squares are in line of sight of each other if you can draw a straight line from one corner of a square to one corner of the other square. This line cannot be interrupted by walls or opposing characters: enemies block line of sight for heroes but not other enemies, and heroes block line of sight for enemies but not other heroes.

Targeting and Range

Some abilities, including ranged attacks, rely on line of sight to determine their targets. Each such attack specifies a number — its range. A square is in range of you if it is in your line of sight and the distance between you and that square is not greater than the range. The distance to your target is always the shortest number of squares between you and that target. Any square in range is a valid target, so an ability with range 1–4 can apply to characters up to 4 squares away.

Some abilities have a more restricted range, such as range 2–3; these can only affect characters within that range band (in the example, only characters at range 2 or 3, not range 1). Any action with no range, or with a range of 0, applies only to the character using the action (example: Ring of Healing).

Some cards have restrictions on what they can target (for example, they may not be able to target adjacent squares or squares within a certain range). A character is adjacent to you if it is within one square of you in any direction including diagonally (so, at range 1).

Example: Dark Knight Roberta has a range of 1–2, so her basic attack can target a character at range 1 or 2. She can attack a Goblin Minion standing next to her (range 1) or a Goblin Archer at range 2. She cannot attack a Wraith at range 3 — it is out of range.

Example: Wizard Elwyn has a range of 1–4, but he can't attack a Wraith if a wall blocks his line of sight.

Area of Effect

Effects that specify an Area of Effect (AoE) apply to all characters within a certain distance from the target of that card. The AoE is specified on the card itself (an effect with no AoE has no value, such as Healing Prayer). An AoE attack can target an empty square. The size of an AoE is determined by counting the specified number of squares in any direction (including diagonally) from the target; the effect is applied to any character within this area.

Note: The range of an effect and the size of its area of effect do not have to be the same. For example, the Wizard's fireball has a range of 4 and an area of effect of 1. The initial target must be within range 4 of the Wizard, and then any other character within range 1 of that target is also affected.

If there is more than one character in the area of effect, the player who played the card decides the order in which the targets are affected. If the card requires rolling dice, a single roll is made regardless of how many targets are affected. Walls block AoE effects: if there is a wall between a character and the target square of an AoE effect, that character is not affected even if they would normally be within the AoE.

Details of Action Cards

Action cards have a text box describing what you can do by playing that card as one of your actions. When played, you must follow as much of the card text as possible. If an action card has a blue line separating two abilities, you must choose one or the other, not both.

Specific > General

Whenever a card or effect contradicts these general rules, always follow the wording of the card or effect.

Attacks

To perform a basic attack, look at your hero's current class card for both its range and the dice used. Choose a target within the specified range and roll the specified dice. Add up the results; that is the damage done to the chosen target.

Any non-basic attack card specifies its range and dice on the card itself — you do not use the values from your class card. If an attack card has a second set of dice and range, the card allows you to perform a second attack, against the same or a different target. Resolve the first attack before making the second; if the target dies due to the first attack, you must choose a second target for the second attack.

Some attacks apply certain conditions or other effects to their targets. Apply the condition after dealing the attack's damage, as long as the target is still alive. Some abilities allow you, or other characters, to ignore an attack; when ignoring an attack, the dice are still rolled but you do not take the damage.

Healing and Other Abilities

Many non-attack cards specify a range and an effect. Their range value determines valid targets, and the effect is applied to the chosen target(s). Many of these effects specify a set of dice; roll these and use the result when processing the effect.

Example: Healing Prayer has a range of 3 and says "Target heals." When you play this card, choose a hero within range 3 (which can include your own hero), roll the two dice, and heal that many HP from the target.

Conditions

Some cards apply various conditions to characters. Unless otherwise specified, conditions are removed during the cleanup phase.

Note: If an attack would normally inflict a condition, but that attack's damage is reduced to zero, the condition is not applied. For example, if a hero wearing Goblin Leathers reduces the damage dealt by Divine Flames to zero, the hero is not weakened.

List of Conditions:

  • Slowed: characters can only ever use a maximum of 1 movement point any time they move.
  • Weakened: characters deal half as much damage (rounded down).
  • Stunned: characters skip their next turn in initiative order. (Bosses have more than one initiative card, so a stunned boss only skips their next turn in the round.)
  • Invisible: characters cannot be targeted by any actions, though they are still affected by area of effect attacks and abilities. This also includes beneficial actions, such as healing.

Knocked Out

You are knocked out if you are reduced to 0 or fewer HP (if you would be reduced below 0 HP, you are set to 0 HP instead). While knocked out, you:

  • Cannot play any cards or use any abilities until you are healed to more than 0 HP.
  • Cannot be targeted by enemy attacks and abilities, and cannot take damage from their attacks.
  • Do not count as occupying the square you were last in.

If you are healed above 0 HP, you are returned to the board on the square you were last in. If that square is now occupied, determine which adjacent square you reappear on by drawing the top card of the direction deck; if that square is empty, that is where you reappear, otherwise repeat the process. Always reshuffle the direction deck at the end of any turn in which it was used.

Note: Enemies are never knocked out. An enemy reduced to 0 HP or below is instead removed from play.

Other Keywords

Some cards have other keywords affecting when and how they are played:

  • Remove: After this card has been played, set it aside for the remainder of the encounter.
  • Free: Playing this card does not count as an action. These cards cannot be played on a turn that you pass.
  • Response: This card may be played outside of your turn, after a certain event happens (the event is outlined on the card). Only one Response can be played for each event.

Things You Need to Know Before Playing an Encounter

Equipment

After successfully completing an encounter, the party may receive equipment cards as loot. Equipment falls into three kinds: weapon, armor, and accessory. At any given time you may only have one of each kind on your player board. Equipment cards can be played as one of your actions on your turn.

When your party earns equipment as loot, decide as a group who receives which cards. If you cannot agree, each player rolls and whoever gets the highest total decides. At the end of an encounter, you may add or remove equipment cards from your action deck, and you may trade equipment cards with other party members. Any equipment not included in your action deck at the beginning of an encounter is still owned by you but cannot be used that encounter; place it in your tuck box for use next time.

Summoned Creatures

Certain cards or abilities allow you to summon creatures to fight alongside you. These creatures have their own character cards and count as heroes for the purposes of targeting and attacks, but their turns are controlled by you. The summoned creature's card tells you how it takes its turn: some make their moves and attacks at the same time as you, while others take their own individual turns.

  • The Imp cannot be damaged or knocked out.
  • If a skeleton would be knocked out, remove it from the board instead — you must summon it again to return it to play.
  • The beast companion can be knocked out just like a hero and can be healed as well.
  • Revive potions can never be used on summoned creatures.

Revive Potions

Revive potions are used to bring knocked out heroes back into the game or to redo the initiative order, and are a key resource. If ever a hero is knocked out and your party has no more revive potions, you lose the encounter (you also lose if all heroes are knocked out simultaneously).

If you begin your turn at 0 HP, you may choose to use a revive potion:

  • Heal half of your maximum HP (rounded down).
  • Shuffle your discard pile into your action deck.
  • Roll a die and set aside that many cards from the top of your action deck until the end of the encounter.
  • Draw up to your maximum hand size and take your turn as usual.

Note: If you have fewer than 4 cards in your deck, you may not use a revive potion.

Once used, flip the revive potion over to indicate it has been used during this encounter. Once the encounter is complete, revive potions are refreshed and returned to the Party > Items deck.

Perks

After successfully completing an encounter, you may receive perk cards as a reward. These are generally earned by completing the bonus objective(s), which name a specific perk card. Decide as a group who receives which perk; if you cannot agree, each player rolls 2 red dice and the highest total decides. You may also receive perks by leveling up in certain classes (the level up cards say which perk you receive and when). Certain perks grant new cards for your deck: if the card is marked ADD, that card is simply added to your action deck; if marked REPLACE, you may also choose to remove a card from your deck, returning it to the box.

Ability Cards

Through your adventure you acquire class ability cards, which improve your character (for example, increasing stats, improving abilities, or adding dice to attacks). When you begin an encounter you can select up to 3 passive abilities and 2 dice abilities to begin with on your player board; all other ability cards go into your tuck box and cannot be used that encounter.

  • Passive Abilities are always in effect as long as they are on your player board (never discarded when used). They can change the basic features of your character or give you new abilities to use during your turn.
  • Dice Abilities change how you use dice for certain actions. They may give you more dice for attacks or other abilities, or modifiers and rerolls. Like passive abilities, they are always in effect and are not discarded when used.

Shopping at the Market

At certain points in the campaign you can spend your gold on new equipment, including rare items only available in certain markets (noted in the Campaign Guide). The items for sale are all the unclaimed or lost equipment cards from previous chapters, plus some new items from the market itself.

Unless otherwise specified, each item costs 2x Bag of Gold (acquired as loot after an encounter). When spending, move the bags from the Party > Items deck to the Supply > Items deck. After buying an item, add it to your tuck box; you can use it in the next encounter following the usual setup rules. All gold is shared among your entire party, no matter who acquired it, and can buy equipment for any member. Any equipment you do not want can be sold to the market for 1x Bag of Gold, which is then added into the Party > Items deck from the Supply > Items deck.

Random Encounters

As your party moves through the world, you occasionally have random encounters. Certain choices in the Campaign Guide, usually involving traveling to different parts of Caiveil, ask you to draw a card from the Party > Random Encounters deck. Follow the instructions on the card. If they direct you to remove it from the deck, do so; otherwise return it to the deck (so you could have the same encounter again). At certain points you may be prompted to add new cards to the random encounter deck — the choices you make can come back to affect you later.

Loot Items

After completing an encounter, your party may be rewarded with loot. The Campaign Guide tells you what you receive based on how you fared (see Succeeding and Failing). The loot may vary by hero count. Any unacquired loot is added to the Market deck. Depending on the outcome, certain random encounters may also reward loot. Loot can include equipment cards (weapons, armor, accessories), bags of gold, new party items, and even character perks. Some encounters may award items essential for advancing the plot.

Class Features

Class feature cards represent defining abilities of your hero's class(es). They provide new powers to use during encounters, which could include ongoing bonuses, new actions, or responses to enemy attacks and abilities. You may use a class feature card as one of your actions (placing it in your discard pile afterward).

Whenever you level up into a new class, you get a new class feature card (noted on the level up card). At the beginning of any encounter, you can choose one class feature card to begin with on your player board. Any others you have can either be shuffled into your action deck or set aside for the duration of that encounter.

Leveling Up and Changing Classes

After concluding certain encounters, you and your party will be able to level up (those encounters say "All Heroes Advance 1 Level"). When leveling up, you must choose one level up card. The chosen card can be the first card of a new basic class deck, or come from any basic or elite class deck for which you meet the class requirements (found on the level up cards and in the Class Guide). This way you choose to develop your current class(es) or pursue new classes to obtain new action cards.

Some level up cards instruct you to either ADD or REPLACE new action cards to your deck. If it says ADD, the specified cards are simply added to your action deck. If it says REPLACE, you may also choose to remove a card from your deck for each card you add.

The first time a card is chosen out of a new class deck, that class is considered unlocked. Elite classes can only be unlocked for one player: if one hero has chosen a card from an elite class deck, no other hero can choose cards from that deck.

When choosing level up cards, you may also choose to add a basic move or a basic attack to your deck, and remove any one card from your deck.

Note: Since only one hero can be a given elite class, your party will need to work together deciding how to level up. Make a plan early so you don't end up taking an elite class someone else had their eye on.

You can always choose cards from a basic class deck when leveling up, but there are class limits: no more than two heroes may be at level 2 or higher in any basic class, and no more than one hero may be at level 3 or higher in any basic class. No more than 1 hero may be a given elite class. You can have level up cards from multiple classes, including multiple elite classes (though every elite class you select prevents other heroes from choosing that elite class).

Elite Class Requirements

To level up to an elite class, you must meet that class's requirements. To become a Dark Knight, for example, you must have at least one level up card in the Fighter class and one in the Wizard class.

Note: While each Elite Class card has a specific hero on it (Quill as the Bishop, for example), you do not need to be playing as that hero to choose that class (Tolben makes a fine Bishop).

Elite Class Table

Elite ClassPrerequisitesMovementHP Gain
AssassinRogue (2)5+3
BarbarianFighter (2)4+4
BardArcher (1), Rogue (2), Cleric (1)4+3
Beast TrainerFighter (1), Archer (2)5+4
BishopCleric (2)3+3
ChampionFighter (1), Archer (1), Wizard (1), Rogue (1), Cleric (1)5+7
Dark KnightFighter (1), Wizard (1)4+4
Demon HunterCleric (1), Rogue (1), Archer (1)4+4
GladiatorFighter (1), Archer (1)5+4
MonkCleric (1), Rogue (1)5+4
NecromancerWizard (2)3+2
NinjaRogue (1), Wizard (1), Archer (1)5+3
PaladinFighter (1), Cleric (1)4+5
RangerArcher (2)4+3
ShamanCleric (2), Wizard (1)3+4
SkirmisherRogue (1), Archer (1)4+3
War MageFighter (1), Wizard (1), Rogue (1)4+3
WarlockCleric (1), Wizard (2)4+3

Special basic attack modifiers (some elite classes have a modifier for their basic attack):

  • Demon Hunter: roll an extra die when attacking an adjacent target.
  • Paladin: heal 1 HP.
  • Warlock: after your attack, move the target one square in any direction.
  • War Mage: deal 1 damage to another target at range 2.

Components

  • 5 heroes, 3 books, 5 player boards, game boards
  • 4 bone towers and 1 bone prison
  • 5 hero deck boxes
  • 7 double-sided board tiles (grass, stone, water, and traps)
  • 40 bone wall fragments, 5 wraith spawn tiles
  • 8 obstacle tiles, 4 large stone walls, 4 fire walls
  • Over 800 cards, including: 23 class cards, 47 class feature cards, 55 equipment cards, 3 market cards, 4 revive potions, 10 marks of death, 37 supply items, 15 perk cards, 17 random encounter cards, 71 passive ability cards, 32 dice ability cards, 140 level-up cards, 164 action cards, 17 divider cards, 8 direction cards and 1 compass, 50 basic move cards, 50 basic attack cards, 5 summons cards, 150 boss deck cards
  • 11 hero and summon standees, 52 enemy standees, 25 ally and enemy tokens
  • 5 summon miniatures
  • Dice & tokens: 10 dice tokens, 8 initiative tokens, 12 custom dice (3 of each color), 10 hit point tracker cubes, 49 damage tokens (28 tokens 1/3 damage, 21 tokens 5/10 damage), 24 status tokens (6 of each of the statuses)

Adventure Tactics: Domianne's Tower is published by Letiman Games, LLC. Game design by Nicholas Yu.